- [Oct 26 2021] Fix AI_READ_WRITE.zip file that missed READ and WRITE directories.
- [Oct 19 2021] Sorry about late update for Competition Results. I finished update whole server files used in this year. See you next year, and if you have any questions contact me via Discord, e-mail.
- [Oct 12 2021] Auxiliaries will be updated within 2~3 days
- [Aug 22 2021] Update Competition Results on [Results]
- [Jul 6 2021] Update Entry (accept joining PurpleWave)
- [Jul 6 2021] Fix date inconsistency on [Important date] and [Registration&Submission]
- [Jun 21 2021] Update random map seletor on [Rules] – [Tournament Format] – [Map]
- [Jun 21 2021] Update announcing registered entries on [Results]
: Now, there’s a issue for a missing entry that will be corrected soon.
- [Jun 7 2021] Update [Awarding Policy and Winners] on [Additional Information], I already noticed awarding policy on [https://discord.gg/DqvHsq9 #cog] but forgot update our website, sorry.
- [Jun 7 2021] Registration/Submission deadline extended for 1 week each
- [Apr 29 2021] Add Registration form link on [Registration/Submission]
- [Apr 27 2021] From this year we use SSCAIT discord server (https://discord.gg/DqvHsq9) for informing and communicating. Please join server and see #cog
- [Apr 27 2021] 2021 Competition page was created
Welcome to the home of the annual IEEE CoG StarCraft AI competition which is organized by the Cognition & Intelligence Lab (CILab) at GIST, Gwangju, Korea. It is sponsored by the IEEE Conference on Games (CoG).
During this competition, programs (“bots”) will play 1v1 Starcraft Broodwar games against each other using BWAPI, a software library that makes it possible to connect programs to the Starcraft: BroodWar game engine.
The purpose of this competition is to foster the development & evaluation of progress in AI development applied to real-time strategy (RTS) games and solve challenging issues in RTS game AI such as uncertainty, real-time processing, and managing & coordinating agents. Where feasible, the competition strives for openness, transparency, reusability and reproducibility, both in the way the competition rules are defined and evaluated, and in the bots themselves.
RTS games pose a much greater challenge for AI research than chess because of hidden information, vast state and action spaces, and the requirement to act quickly. The best human players still have the upper hand in RTS games, but in the years to come this will likely change, thanks to competitions like this one. IEEE CoG StarCraft competitions have shown significant progress in the development and evolution of new StarCraft bots. For the evolution of the bots, participants have used various approaches to write AI bots and it has enriched game AI and methods such as HMM, Bayesian model, CBR, Potential fields, and reinforcement learning. However, it is still quite challenging to develop AI for the game because it should handle many units and buildings while considering resource management and high-level tactics.